Introducing Matt from Alderon Games
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Welcome to Broken Silicon, a gaming hardware podcast. I am your host, Tom, and today I am thrilled to have on someone with an extensive history in game development. Matt has also been very vocal about the ongoing Intel instability issues we are seeing right now. This is significant not only from a journalism perspective but also from a game development perspective, as we often have guests who are tech YouTubers or CPU architects. It's crucial to hear from those working directly with the hardware that we discuss week after week. There's so much insight that can be gained from conversing with individuals using the technology in real projects.
Matt, please introduce yourself. Let us know where you're from, what got you into game development, and provide us with examples of projects you've worked on, sharing as much of your work history as you wish.
Matt:
Sure! Hey everyone, I'm Matt; I run Alderon Games. My background is primarily in programming, but currently, I manage the entire company. I've been involved in games for over ten years, and I’m currently working on a dinosaur survival game called "Path of Titans." In the past, I’ve worked on mods and games like "Breaking Point" and "The Isle," along with various contracts and some VR projects. We're also developing a complete replacement for Steam, so we’re publishing games ourselves. This adds complexity beyond just making the game, as we're handling backend services, purchases, and refunds.
What drove you to become a game developer? I assume you played many games as a kid. What was your journey?
Matt:
It all started with my dad. When I was playing games like "Runescape" and "World of Warcraft," he would often say, “Why waste your time playing games when you could be making them?” That sparked my interest, especially in multiplayer games. There's something about the human experience in multiplayer that I find fascinating, so naturally, a lot of the games I work on now focus on that aspect.
Did you always plan to focus on multiplayer games, or was it something you stumbled upon?
Matt:
I've always been inspired by games like "DayZ" and the multiplayer experiences they offer. However, when I started as an indie game developer, there were many challenges. People advised against making multiplayer games as a newcomer because they are complex and resource-intensive. The first game I worked on was an MMO, and I quickly learned about the scalability issues and requirements. Over time, I realized the importance of balancing gameplay and the content needed for multiplayer experiences, which led to my current projects.
Tom:
Let's touch on your experiences with different hardware platforms. Which platform excites you the most for game development? Do you prefer working on optimizations for the various Nvidia GPUs, integrated graphics for broader access, or console development?
Matt:
For me, PC development is the most exciting due to its flexibility. However, it's a developer's nightmare in terms of fragmentation. Between different graphic cards from AMD and Nvidia and various Windows versions, it becomes challenging. In contrast, console development simplifies things — once you know the specs, you can be confident that the game will run identically across all units.
Tom:
You raised an interesting point about Intel's recent issues. From your experience of developing for Intel versus AMD, do you believe Intel’s current instability will affect future development?
Matt:
Absolutely. The inconsistency in driver updates and stability issues hampered our game development. We've faced problems with Intel’s integrated graphics, leading to crashes and frustrating customer experiences. In contrast, working with AMD has been significantly smoother.
Tom:
You mentioned the upcoming PS5 Pro and its implications for game development. What are your thoughts on the hardware trade-offs with that console, especially concerning the GPU performance and RT capabilities?
Matt:
While the uplift in performance is promising, I question the CPU's stagnation. The focus seems to be on GPU enhancements, which is great, but the experience should be holistic. If the CPU performance doesn't improve alongside the graphics capabilities, game developers may find themselves bottlenecked. Optimizing for one without considering the other has often led to challenges in development.
Continuing on that path, have you been paying attention to the potential impact of Qualcomm’s Snapdragon X Elite on future gaming development? Does it bring any new opportunities or challenges?
Matt:
I have mixed feelings about it. While the idea of an efficient APU is appealing, the reality of driver support and development tools lags. To create a viable gaming environment, Qualcomm must provide robust support for developers and optimize tools for ease of use.
Tom:
Looking back at the gaming landscape today, do you believe VR is a viable future for gaming, or is it quickly fading out?
Matt:
VR’s appeal is limited by logistical challenges — the need for space, comfort, and the issue of motion sickness. While the technology can be compelling, it currently lacks widespread accessibility and user-friendliness, which hinders its growth as a mainstream platform.
Tom:
All right, before we wrap up, please promote yourself! Where can people find your games and support you?
Matt:
You can find us at AlderonGames.com and check out "Path of Titans." Sharing our games and the ongoing issues at Intel will help more than anything. Thank you for having me on the show!
Tom:
Thank you, Matt! And to our listeners, don't forget to subscribe to "Broken Silicon" and support our channel on Patreon. We appreciate you tuning in!